Sid Meier's Civilization VI

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This update for Civilization VI, available now for PC players and coming soon for Mac and Linux, includes some great new features, including premium DLC for the Australia civ (led by Prime Minister John Curtin) as well as free features for all PC players such as Steam Workshop and modding tools, as well as multiplayer team functionality.

Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:

[NEW]

TEAMS:

Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:

When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.

Teammates share war status against opponents not on their team.

Teammates share allied status with opponents not on their team.

Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative.

The Religion Victory requires you to convert all civs to ONE of the religions started by your team.

The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.

Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art.

FireTuner: In-game debugging and editing tool.

Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements.

STEAM WORKSHOP

Access mods created by the Steam community via Steam Workshop

Share your mods with the Steam community with the Steam Workshop uploader.

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.

[MISC]

Added True Start Location feature, where civs start on the world map at their geographic origin.

Added a City-State slider to game setup.

[BALANCE CHANGES]

Start position and map generation has been tuned.

Updated ice generation to allow more for circumnavigation.

Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).

Units that are embarked now use an era-based strength value instead of their base combat value.

Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit.

Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.

Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.

Horseback Riding now requires Archery. Archery is no longer a leaf tech.

Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).

Industrialization now requires Square Rigging.

Scientific Theory now requires Banking.

Steel now requires Rifling.

Computers now requires Radio.

Updated the cost and strength of some Air units.

Change movement rules after disembarkation. Cannot land on shore with more movement than your Land Movement allowance.

Updated Vikings Scenario to 60 turns.

[AI TUNING]

Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.

Increased desire to declare friendship.

Reduced frequency of “your troops are on my border“ warning.

Updated settlement preferences.

Barbarians now rampage when their camp is destroyed.

Will now liberate minor civs and cities of current allies.

Tuned strategic and luxury resource trading.

Will now be more aware of gold income, and work to bring in more.

Support units will recognize that they are not under threat if they share a hex with a friendly unit.

Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.

Barbarians may now pillage tiles to heal.

AI will now continue to research repeatable techs and civics.

[BUG FIXES]

Kongo relics no longer get multiplied Faith yields if more than one is in the same building

Fixed some bugs with Great People not interacting correctly with Vikings natural wonders.

Sumeria will no longer share joint war experience with a player when killing barbarians.

Corrected tourism calculation from National Parks to ensure correct awarding.

Fixed an issue where you could sometimes not offer Joint War.

Spies will not have the Steal Tech mission available when you have already completed all techs.

City States gain territory for influence even if they get the influence before founding their city.

When a player is destroyed, his captured spies die with him.

All of your active spy missions stop in a city that you or an ally has just captured.

Fixed problem in tactical combat that was preventing units from capturing builders

You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the "troops near me" warning.

Added a notification for when a player loses territory to a culture bomb.

[AUDIO]

Adding some missing UI sounds.

VIKINGS DLC:

Added VO, and updated quotes, for three Natural Wonders.

Added VO to Natural Wonders while in the scenario.

[MISC]

Credits updated.

Fixed some missing ARX images.

Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.

Australia Civilization & Scenario Pack

The team is often asked how they get their ideas for the civilizations in the game. The answer is: they listen to the community! Kongo[civilization.com] was added to Civilization VI, as it was the most-requested civ by the community at the end of Civilization V. Australia has been a consistent top pick by our fans, and now appears in a Civilization game for the first time as premium DLC for Civilization VI.

John Curtin was Australia’s Prime Minister during World War II, and is credited with providing both strong leadership of the country at that time, as well as establishing the country to take its place in the post-war international order. In Civilization VI, his ability “Citadel of Civilization” gives Australia bonus production when they are targeted for war.

Australia is a civ that gets bonus housing for coastal cities, bonuses for building Districts on attractive terrain, and additional production if targeted for war. Australia’s unique unit is the Digger (which replaces Infantry), and their unique improvement is the Outback Station. Australia can grow and thrive in places where other civs would struggle. The Outback Tycoon scenario is a unique, non-combat scenario where you will try to enrich your new territory in a randomly-generated Australian interior. And Uluru comes to Civilization VI, bringing religion and culture to the territory that surrounds it.

John Curtin Unique Ability: John Curtin’s unique ability is called “Citadel of Civilization.” Australia gets bonus production at the start of a Defensive War, and when it liberates a city.

Digger: Australia’s unique unit is the Digger, which gets bonuses to combat on land tiles adjacent to water and when fighting outside their territory.

Outback Station: Unique tile improvement that unlocks with the Guilds civic, and can be upgraded with Steam Power and Rapid Deployment. It provides food and production, with bonus food for adjacent Pastures.

‘Outback Tycoon’ Scenario

In this 60 turn non-combat scenario, you race to explore Australia, find its natural resources, and use them to enrich your colony. This competitive economic scenario has no combat. It emphasizes exploration and territorial expansion to increase your Gold per Turn net income, which is your score.

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